This works well, as it tricks the simulator into thinking that the zone is on an intersection without building an entire road strip. So, instead of running roads completely through the 6xX sections, I placed a single road tile along the lengthy road strips, with 6 tiles in between each. Not really, the roads in such a setup would use up a lot of space. With this in mind, you would think that creating a grid with 6圆 zone squares surrounded by roads would be best. But for a 3x3 zone to develop, it must be placed at an intersection. Since 3x3 zones are denser than 2x2 and 1x1 zones (on a per-acre basis), it's only natural to want only 3x3 zones. Using a tighter road layout would mean that there would be more roads where there could be tiles counting toward the population. Thus, I used the 6xX method for best efficiency. When considering a grid layout, I kept in mind that a zone must be no more than 3 tile lengths away from a road. This means that more land space can be devoted to zones that count toward the population. The support services are also grouped together for the same purpose. It is completely natural other than using money help to relieve budget balancing stress.Īs you can see in the zone map above, this city is compact and organized.All the arcologies (the big black area) are grouped together since they do not require roads. In order for it to stay in the same class as MaxiANC, no structural cheats were used. ![]() This city employs some unique features that help contribute to its population. This is the first city I built with high population in mind, which overtook James Alton's 9,325,541 city MaxiANC.
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